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Decals: Add support for rigged meshes + optimization for speed #13111

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merged 1 commit into from
Oct 13, 2022
Merged

Decals: Add support for rigged meshes + optimization for speed #13111

merged 1 commit into from
Oct 13, 2022

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Popov72
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@Popov72 Popov72 commented Oct 13, 2022

See https://forum.babylonjs.com/t/decals-are-not-supported-for-glb-files/34571/21

The doc has also been updated (BabylonJS/Documentation#673).

I have tried to remove a number of object creations (Vector3 / Vector4) to lower GC pressure, at least in the main paths.

Also, to avoid over-complicating the code even more, I handle only the first 4 matrix indices/weights of a rigged mesh when creating new vertices at the clipping stage (vertices that are not clipped retain their full indices/weights). I did not see any artefacts because of that in my testings. This code can be revisited later if necessary.

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Please make sure to label your PR with "bug", "new feature" or "breaking change" label(s).
To prevent this PR from going to the changelog marked it with the "skip changelog" label.

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Amazing !!!

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sebavan commented Oct 13, 2022

Fix #13084

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@sebavan sebavan merged commit 7c09e0c into BabylonJS:master Oct 13, 2022
RaananW pushed a commit that referenced this pull request Dec 9, 2022
Decals: Add support for rigged meshes + optimization for speed
Former-commit-id: 727cb89041306a972f06d096ee4fce646e278f85
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3 participants